q3map2- Problem& wolfcompile 2.0 -1 reply

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#1 16 years ago

Hi ,

in my german "home" forum i didn´t get an answer. So i try to explain it,in my bad english. I hope you understand my problem. Yesterday i´d installed the new lightmap "q3map2" (from www.shaderlab.com). After this i´d compile my map with wolfcompile 2.0. Now i have many optical errors in my SP-map. The models (i.e. trees) are wrong textured- brickwall-textures and other funny stuff. The terrain is now textured with concrete textures and the player model and enemy models looks very funky, they are colored in all colors of the rainbow.

Please help ! After all the work i had with my map, this struck my nerves :fistpunch:




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#2 16 years ago

There´s something more: After the installation of wolfcompile2.0, i can´t choose the new q3map2, because there was the error:

No BSPC.exe found !

So i made a copy of my "old" bspc.exe and put it in the directory of q3map2. Is it possible that this is my mistake? And when this was wrong, where can i get the new bspc.exe?




omnix32

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#3 16 years ago

The reason you probley have not got a response from your german site is because RTCW mappers seem slow to catch on to the newest and greatest tools. This is not for noobies or people who are not really serious about mapping. The instructions say install it in its own directory. This did not work for me as the instructions were ment for quake III arena. All the features in the new wolfcompile work for RTCW as I have been testing the new compiler before it was released. Its a beta version and there are some things on it that need fixed up some but all the possible functions are there. We should be thankfull that we now have it.

I would suggest that if you really want to learn as much as possible then post at different forums as this one does not have the experts visit it. If you have a quake III related question or questions about the new wolfcompile then most likely RTCW forums are not going to help you. As far as I can tell I am the only one who has post information about this so far on the english forums.

This is the best forum for mapping. There is none better. http://www.quake3world.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Level+Editing&number=6

To avoid having to type it all in again I posted how to set it up for RTCW here. there is alos a link to download the manuel for the new q3map.

http://dynamic4.gamespy.com/~surface/ib/ikonboard.cgi?s=3d1b22b63290ffff;act=ST;f=4;t=310

http://dynamic4.gamespy.com/~surface/ib/ikonboard.cgi?s=3d1b22b63290ffff;act=ST;f=4;t=294

If you have any more questions or would like the lightgrid shader for speeding up compile even more my e-mail is [email]omnix32w@yahoo.com[/email]

I will send you a sample caulk hull map with the new lightgrid.shader.

the lightgrid.shader will be a new feature in the upcomming GTKRadiant so its good to start using it now.




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#4 16 years ago

O.K. Omnix32,

with your answer you have pushed my ambitions to a higher level :fistpunch: I try to find a soloution for the problems i have. First step is, that i install the q3mqp2 like in your answer and replace the old q3map completely. If it was succesfull (or not;) ) i tell you my results.




omnix32

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#5 16 years ago

Well, I can only be honest and tell you what I have found and what others have tested and said. Like I said you may have to change some shader information (make your own with a different name so it does not mess up other peoples game) This is not for noobies, but for people who want to get the best map possible and are willing to test and learn. I am sure there are going to be other revisions comming by the time the new GTKRadiant comes out. I am very impressed with what the new q3map can do. In the terms of compile times and effects.

let us know.




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#6 16 years ago

Hi Omnix32,

i´d lost your e-mail adress, after a new installation of outlook i can´t find it. I want to let you know, that i started to map metro3 with the newest version of q3map2. I cleaned up my shaders and scripts an now i have the best results i ever saw ! Thank you. By the way, what is the best customizing for light-compiling? At the moment i compile: bsp -meta, vis -full, and light -extrawide -fast. Any tip?:rock:




omnix32

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#7 16 years ago

Good, a serious mapper should not have custom anything in there main. This may suck, but thats how it should be as other mappers are not responsible and they change the offical shader information and use the same folder names as the original. I just made another copy of my main with all the custom stuff in it and switch them around when I need to.

the new q3map rocks. make sure you always check for updates and read the new stuff. The things you can do are awsome.

some pimpage pics with new q3map: http://forums.filesnetwork.com/showthread.php?s=&threadid=4237

my e-mail is [email]omnix32w@yahoo.com[/email]




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#8 16 years ago

Hi Omnix32,

thank you for your reply! I send you a mail tomorrow, so long.